Actually I didn’t change its name by my own. Here are my process as following:
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goz a character’s body mesh ex. A from ZBrush to Maya;
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rig and skinning it then pose in Maya, when completed everything’s fine, I could goz the A back to ZBrush without any problem;
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I save the scene as characterA.ma (or .mb) file.
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I had other characters, I wanna the same process on them. So I open a new scene in maya then goz the character B’s mesh there from ZBrush.
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It’s same, I rigged and added smooth skin then pose. Till now everything’s still fine, I could goz the B back to ZBrush;
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I save the scene as characterB.ma (or .mb) file.
Then the trouble’s coming:
7) Because I want to pose A and B together, I import A.ma in to B’s scene, Maya will change the mesh’s name as A_A or A:A depending on choosing namespace or not, but you will see this made no change;
8) After posing, I choose that A_A to goz back to ZBrush, then warning:
The object “characterA_A” is linked to GoZ mesh “A”.
Goz requires the same name for object and GoZ mesh.
What do you want to do?
- ‘Rename’ object as “A”.
- ‘Create’ a new GoZ mesh “characterA_A” for this object.
- ‘Cancel’ GoZ export for this object.
no matter which option I choosed, this mesh will only goz back as a new mesh to ZBrush.
If I rename the mesh to “A” manually, this mesh will also goz back as a new mesh to ZBrush.
Is it a bug or not? What’s the secret inside the GoZ function? What kind of label used by ZBrush to indentify import mesh and target mesh? I believe name is not the only lable ZBrush used. Can I fix the labels by my own?